Because I'm far too lazy to dig up and necro back a 20 page thread. This will be a general tweaks and new units thread, stats and shit are still going to be on the wiki. (Although they need quite an overhaul)

First of all, some updates I'm making squad-wise:

Numbers are being clipped back: a squad of infantry is reduced to 6 figs, archers and cavalry are cut down to 3 figs. This balances out the ranged difference between good and evil factions, with 5-5 units of archers on both sides. Also a sneak peek of a new unit that's viable since the downsizing: Elven Griphonriders.

I still have a fuckton of figs.

With Falx units, now cavalry is getting a bit balanced for both sides.

Be very interested to see how the flying cavalry do. I'm a fan of it myself. Don't know how you've statted the griffons, but giving them multiple attacks (even just two claws to attack with a turn) can be quite potent.

I'm not sure what your fig-count is, but I'm a fan of 4-person ranged squads. With fair rolling, you can reliably eliminate 2 unarmored figs a fair amount of the time with that set-up. But smaller squads can lead to greater battlefield versatility, flanking, etc, so I think it's a good move.

The Falx Invasion Force is a ruthless army of murderers, pillagers, marauders and conquerors. Their goal is to enslave and dominate as many realms as possible. Being immensely powerful and masters of portal technology, their attacks are unpredictable and hard-hitting.

Basic Falx warriors are the backbone of the army, equipped the finely crafted halberds and clad in crimson and black body armor.

Elite Falx warriors, also known as Slayers, are battle-hardened fighters, who had survived many successful campaigns; their combat experience makes them even more deadly. They are armed with Dark Axes, powerful weapons that can tear a minifig in half with one swing.

Falx Riflemen represent the ranged support for the invasion army. Their shots rarely miss and their relatively advanced rifles are nothing to sneeze at when compared to other counterparts.

Falx Marauder Cavalry are the fast attack, hit and run cavalry unit of the army. They are best at flanking enemies or striking down archery units.

The most powerful Falx units are the Possessed Knights. Augmented by forbidden magiks, these bloodthirsty, iron-clad warriors strike fear to the heart of the bravest souls.

But who leads such an ambitious army during the upcoming campaign?

Meet the Falx Lords:

Pizarro D'Oro, the Golden Lord is a skillful military tactician. Many worlds were crushed under his heels. While his armor may make him look flamboyant, he is actually a very formidable fighter. Looks can be deceiving.

Warlord Barthelomeo, also known as 'The Breaker', is an immensely powerful Falx warrior. His favorite activity during conquests is hunting for trophies; killing the most powerful inhabitants of the world.

Torquemada is one of the most powerful Falx magicians, adept at many schools of magic, his power rivaling those of the Majistiks. He is cold and calculating, with a mind as elaborate as a labyrinth. He reveres his mental knowledge, and protects it with a crystal helmet, that not only shield his mind, but also serves as a catalyst.

Last but not least, there is the seductive sorceress, Lady Isabella. She is the polar opposite of Torquemada, with chaotic mood swings. Most of her mood shifts are suffered by the warriors, whom she considers expendable, therefore she doesn't mind torturing one or two soldiers with magik just because 'she feels like it'. Her fighting style is just as wild as her temper, she's not afraid of getting into melee either; she often uses dirty tactics and plays with her foes before vanquishing them.

That rounds up the majority of the Falx army, sorry once again for shit pictures, I'll replace those as soon as I get some new batteries.

The chick on the flyer is my favourite. The War of the Worlds-esque walker as well. The troops really capture the Cortez-ian feel they're supposed to have: whereas my Falx rely on numbers a lot these look like a tough elite unit.

Personally I don't think the Clerics were of that much use in squads. They were commonly among the first to die (especially when people were smart enough to target them first) and have almost no cc value, so they add little to the squad they can't do outside of it. A paladin officer would have been more useful. They could become paladins like in Warcraft (or battle clerics) and stay in the squads, but personally I preferred to keep them safely behind the lines to cast supportive spells all the time: that's how they were most useful to me and all they were really capable of even when they were put in squads anyway.

So what I would do is just make them separate, single units.

Or you could build them a vehicle like the popemobile to travel around the battlefield safely.

For the Battle Clerics, it might just work to have them upgraded to more of an armored support role, the armor to protect them a bit more from being singled out, and a small melee weapon for self defense. My only request is that they wear awesome hats, and that possibly that the leader be named. I agree with the idea that they should be solo and behind the lines.

The only unflawed system is Lego System.

Zupponn wrote:

Colette wrote:You're free to make your own map from scratch, however.

All you have to do is flatten his head.

Silverdream wrote:TL;DR Be like Scratch.

Captain-Camper wrote:tl;dr I'm just going to assume don't be like voin and be more like scratch.

For the Battle Clerics, it might just work to have them upgraded to more of an armored support role, the armor to protect them a bit more from being singled out, and a small melee weapon for self defense. My only request is that they wear awesome hats, and that possibly that the leader be named. I agree with the idea that they should be solo and behind the lines.

I disagree with the "small melee weapon" part. Instead, rebuild their staves to be maces, preferably the spiky kind.

Brickwars: the only tabletop wargame that allows the units to have sexual intercourse with each other, produce offspring, and then use said offspring as Size 1 Explosives.